Okay those are really nice solutions! Especially when a game concept involves physics (not CS:Source just using it for rag dolls) it is important to find some kind of system.
I am curious about this:
- Every certain time, all the positions, rotations, linear velocities and angular velocities are broadcasted over the net. Then, if the received values are over some limit (this means that the difference between last pos and actual pos is greater than the limit), then all the values are updated.
How are you going to determin a good limit? What if physics can do lots of weird things (low and high values)?
I am curious about this:
- Every certain time, all the positions, rotations, linear velocities and angular velocities are broadcasted over the net. Then, if the received values are over some limit (this means that the difference between last pos and actual pos is greater than the limit), then all the values are updated.
How are you going to determin a good limit? What if physics can do lots of weird things (low and high values)?